Bulwark
"The shield has long stood as the cornerstone of personal defense in battle—a steadfast companion to warriors of all kinds, whether wielding sword, spear, or bow. More than a tool, it is a symbol of protection, of standing firm when all else falters—a barrier that, in many battles, has spared lives and kept families whole. But when one chooses to forsake the use of a weapon entirely and instead devotes themselves to the mastery of dual shields, they become something more. They become a Bulwark—a living wall of iron and will. Driven by unwavering dedication, the Bulwark fights not for glory, but for the safety of those beside them. Charging headfirst into battle, they absorb punishment with unshakable resolve, turning the tide of battle by standing where others would fall."
The Bulwark wields two massive shields in each arm, prioritizing defense while still being able to attack. This class specializes in absorbing and attracting attacks, and at times, acting as steady walls that shield comrades from possible attacks. Every attack performed on the Bulwark from the front or flank is halved, and can roll to completely block the attack. Any attacks done from behind have a high chance of rolling with advantage. A Bulwark is completely unable to be pushed by anything.
Abilities:
Living Wall – You enter a wall-like defensive stance, covering allies behind you from attacks and blocking all ranged attacks.
Shield Bash – You attack an opponent, dealing minute damage but pushing them back. The distance of the push depends on your Athletics roll.
Interposing Step (Reaction) - If an ally nearby is attacked, you may hurry to their location and take the hit.
Bulwark Charge – You charge forwards with both shields readied, damaging and pushing anyone in your way and taking no damage from explosions, traps, etc.
Brace and Redirect (Reaction) - If attacked by an enemy from the front or flank, you may trigger this reaction, allowing you to push them back in a chosen direction.
Bulwark Aura (Passive) - Allies in an immediate vicinity of a Bulwark will be impossible to push and take reduced damage from ranged attacks.
Ultimate Ability – Iron Citadel – You become unstoppable for 3 turns, as any regular movement using movement speed is considered a Charge, and will push back enemies in your way. The chance for Interposing Step to trigger is extremely raised, and has more range. If Interposing Step triggers, you take no damage and can roll to retaliate.

Type: Melee Tank
Weapon/Tool: Dual-wield Shields
Origin: Varied